The Marinated Meeple (1853 KP) rated Puzzle Hockey in Apps
Nov 12, 2018
Hover Disc 2 - The Essential Multiplayer Game
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Try now the follow-up: Hover Disc 3 (also available on iPhone and Apple TV) *** AppPicker.com -...
Domino Touch HD
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A traditional and excellent board game that you can carry anywhere and play anytime! Domino...
Call Break++
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Call Break is a strategic trick-based card game similar to Spades. It's very popular in Nepal and in...
Brick Game Classic - Retro Games
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Brick Game Classic - Retro Games is the compilation of the best games from the most popular console...
Purple Phoenix Games (2266 KP) rated Dice Town in Tabletop Games
Aug 13, 2019 (Updated Jun 24, 2021)
Dice Town is a rootin’-tootin’ dice chuckin’ game relying heavily on poker and card majority. Each player is trying to gain the most money, gold nuggets, and property cards to beef up their VP totals once the game ends to become the baddest dude in the West.
To setup, place the town board in the middle of the table and populate its different areas with their components: the Gold Mine receives all the gold nuggets, the Bank receives $3 initially, the General Store receives all the cards of its deck with three property cards will be displayed next to Town Hall, and Doc Badluck will receive its deck with two cards displayed. Each player will receive a dice cup, five dice, and $8 to start. The youngest player received the Sheriff badge card and the game may begin!
Turns are taken simultaneously among all players. Players will roll their dice using the dice cup and choose one result to keep. They may keep more dice by paying $1 for each die kept, or they may pay $1 to keep zero dice and try again. Players are attempting to roll the best poker hand during these turns to set themselves up for the next phase of the game – actions.
Once all players are finished keeping dice and building poker hands, they move to the actions phase. Beginning with the Gold Mine and moving left to right, each area of town will be resolved based on the players’ results. The player with the most 9s rolled will take nuggets from the Gold Mine equal to the number of 9s rolled. The player with the most 10s will take the money at the bank. Most Jacks will draw General Store cards (that can mess with other players or help the holder) equal to the number of Jacks rolled and choose one card to keep. The most Queens will summon a lady at the Saloon to help steal any General Store or property card from another player. Most Kings will be the new Sheriff in town and will break all ties (and also can be bribed). Whomever was able to build the best poker hand will be able to claim the property card at the bottom of the display and one additional property for each Ace rolled. Finally, if a player was not able to win anything up to this point, they will be able to claim a card from Doc Badluck which can be very powerful.
Play continues in this fashion until either the supply of gold nuggets has run dry or all of the property cards have been doled out. Players will score VPs for nuggets, certain General Store cards, one VP per $2 cash, $5 from being Sheriff at the game end, and VP printed on property cards owned. Once the winner is determined, that player must now challenge the losing players to a duel at high noon. Or just gloat a lot.
Components. As you can see in the photos, the component quality is excellent, as with most Matagot titles. The dice cups are sturdy plastic, the embossed poker dice are awesome, the gold nuggets are great as well! I like the quirky cartoony art style. What I do not like about Dice Town components are the cards. They are super glossy, and that’s heck for taking photos and I just don’t enjoy the feel of them as much as the nice linen-finishes. It doesn’t break the game for me or make me enjoy playing it less, I just prefer other types of finishes on cards.
I really like Dice Town. I have always had a great time when playing, and I have even acquired it twice now. I sold my first edition copy via a BGG auction (I was addicted to auctions several years back) and missed it, so I was able to grab a second edition copy last year. I haven’t regretted reacquiring it and though I rated it a 4 I don’t see this ever leaving my collection again. I love the American West theme, and I love the way the dice cups feel and sound as players are slamming them on the table. But also I hate the way the dice cups sound as players are slamming them on the table when my children are trying to sleep or without some type of buffer material between the cups and a hard table top.
The second edition printing is definitely the way to go when deciding whether to purchase Dice Town. Everything is upgraded, and the rules have been tweaked a bit for the better. I don’t really know why I like American West in my board games so much because I can’t stand Western style movies or books, but I can’t get enough of them in my games. If you and I share preferences on games and themes and components, try to grab a copy of Dice Town. You will certain like it quite a bit. We do. Purple Phoenix Games give this one a 12 / 18. While that doesn’t seem like a great score, we would rather have access to it than not. And with so many games out there, earning a place on my shelf is a big deal for a game. So enjoy!
Purple Phoenix Games (2266 KP) rated Yarr Harr! in Tabletop Games
Jul 2, 2020
Disclaimer: We were provided a copy of Yarr Harr! for the purposes of this preview. The final components of the upcoming Kickstarter campaign might vary slightly from those pictured below. Also, our copy had some extra cards/content that will be available as Stretch Goals during the campaign. -L
Yarr Harr! is a competitive card game in which players are building up their individual pirate ships and trying to amass the most Doubloons by the end of the game. The gameplay itself is pretty simple, but actually winning takes more strategy than you might think. To setup the game, every player receives a Bow and Stern card for their Harbor (play area), and a starting hand with 5 cards. The remaining cards form the Draw deck for the game, and is placed in the center of the play area. On your turn, you will draw 2 cards from the Draw deck, and then play up to 3 cards. There are 2 different types of cards that can be played: Ship cards and Action cards. Ship cards, played between your own Bow and Stern cards, are used to build up your ship and score points at the end of the game. Action cards are used to sabotage opponents or to give yourself a buff. You may not play more than 2 Ship cards in one turn, and you may only have a maximum of 8 cards in your hand at the end of your turn. Play continues as such, until the end-game requirement has been met. That requirement depends on the number of players in the game, and tells you how many Ship cards must be in your own Harbor for the game to end. As soon as any 1 player achieves that number, the game ends. Players then tally up all of the Doubloon points on the Ship cards in their Harbor, subtracting any negative points from Action cards affecting their ship, and the player with the most Doubloons wins!
The thing that I like about Yarr Harr! the most is that it can be played with differing levels of strategy. The game comes with a number of Captain cards and Objective cards that are optional to use in play. To include Captain cards, each player receives 1 Captain card at the start of the game, which grants special abilities throughout the game, depending on the given Captain. To play with Objective cards, each player receives 3 Objective cards at the start of the game, and then selects 2 to keep for play. Objectives are kept secret from your opponents, and will earn you end-game Doubloons upon completing them. With these optional modes of play, you can really cater the strategic level to that of your current game group. You can play with younger gamers with no extra content, just the base game as described above. If you are looking to turn this into a possibly more difficult game, add in those Captain and Objective cards. Offering those optional elements is a huge plus because it makes Yarr Harr! accessible to more gamers. So that’s a big win to me.
The other thing that I really like about Yarr Harr! is that the gameplay is pretty light and fast. It is easy to teach, learn, and play, thus lending itself to lots of gaming situations. Need something quick to play before dinner is ready? Yarr Harr! Want to pick the pace back up after a long, brain-burning game at game night? Yarr Harr! It can fit in wherever you want, and because of that, I can see myself bringing it to the table often. The only warning I have for this game is that, since it is competitive, more sensitive gamers might not find it enjoyable. There are Action cards to be played to directly sabotage and inhibit your opponents, and sometimes that can feel like personal attacks against a player. To alleviate that, I recommend playing at higher player counts, so it doesn’t feel like players are ganging up on a single player. Just something to be aware of! Let’s talk components. This is a card game, and the quality of the cards we received was pretty good. They are nice and sturdy, and could hold up for many plays. The artwork is thematic, creative, colorful, and just enjoyable to look at overall.
All in all, I think Yarr Harr! is a fast and fun game for any type of gamer. The varying degrees of difficulty and strategy make it a versatile game, and I really appreciate that aspect. It is a competitive game, but it feels more light-hearted than cutthroat and that helps keep it enjoyable for all players. If you’re looking for something fun, yet strategic, and easy to play, look no further than Yarr Harr! The Kickstarter campaign begins on June 23rd, so be on the lookout for this awesome little card game!
Purple Phoenix Games (2266 KP) rated SYNK! in Tabletop Games
Apr 27, 2021
Disclaimer: We were provided with a copy of SYNK! for the purposes of this review. The components you see pictured might not be the finalized version, and could change after a successful Kickstarter campaign. -L
SYNK! is a party card game in which players will be mixing their knowledge of wordplay with a bit of trivia. The game is played over a series of rounds until one player has earned a total of 3 cards to win. Here’s how you setup the game: put the deck of cards facedown within reach of all players. Yep, that’s it. How you play is a little more involved…
First thing first – pick a starting player. That person will draw a card from the deck. On said card there will be a secret word, as well as its definition. Next, the player will reveal the first letter of the secret word. All others will then think of any word that begins with that first letter. When someone thinks they’ve come up with a good option, they say, “I’ve got it!” and will take a moment to describe their word to the group – giving the definition, providing an example, relying on someone’s specific knowledge, etc. Once another player thinks they know what word is being described, they will shout out “Synk!” These two players will countdown from 3 and say their words together, in hopes that they match. If their words do indeed match, then the keeper of the secret word will reveal the next letter. The process starts again, but now players must think of words that begin with the first AND second letter of the secret word. The round continues in this fashion until a player manages to guess the secret word and Synk it with another player. They win the card, and become the next secret word keeper.
What happens if you don’t Synk with someone? Then the next letter is not revealed, and the process starts again with the same letter(s) as before. If ever the game reaches a standstill and nobody has any ideas, the secret word keeper must reveal the word’s definition. Once the definition has been read, any player can shout out “Synk!” and guess the word immediately – you only get one guess though, so make it count! That all seems great for the players, but what about the secret word keeper? There’s a twist in the game to keep them engaged too! At the end of a Synk countdown, the card keeper is allowed to guess the described word too. If their guess is correct, no new letters are revealed. And as an added bonus, if another player guesses the correct secret word, but doesn’t Synk it with someone else, the card keeper wins the round and keeps that card for themselves! Play keeps going as described until one player has collected a total of 3 cards, thus winning the game.
I know that sounds like kind of a lot, but I promise that the gameplay is pretty intuitive and simple once you get going. And actually, although the physical gameplay may be simple, Synk! stretches your brain quite a bit. At the beginning of a round, with only 1 or 2 letters revealed, coming up with words is a piece of cake! But as the round progresses and more letters are revealed, it becomes more challenging than you might think to come up with words that use those specific letters in that specific order. And remember, this is a game after all – so speed is of the essence! Think too slowly and you’ll get left in the dust. As the secret word keeper, you get off the hook a little bit, since you don’t have to come up with words. But the ability to guess another player’s word at the end of a countdown allows the card keeper to stay engaged throughout the entire game. A neat little twist that adds another layer of strategy to the game.
To touch on components – this game is literally a giant deck of cards. Again, I am not sure if this is a finalized version of the game, but the quality of the box and cards is pretty great. There really is no artwork, but this isn’t that type of game, so it doesn’t detract at all from the gameplay. The text is large and clear, making for quick reading and understanding. All in all, already a great quality game.
Where does Synk! sit on my list of party games? Well, it depends on the group of players. This game has a suggested age of 14+, and I think that’s appropriate. Players have to have some decent knowledge of words/spelling to play, but aren’t expected to have a MENSA-level IQ. Some people love wordplay, and others don’t. But with the right group of gamers, I would absolutely pull this out on occasion. Synk! is more of a ‘thinky’ party game, and I really have never played a party game like it before. It fills a hole in my collection, and it will definitely be played with the right group. If you’re into word games, but are looking for something a little more fast-paced, consider backing Synk! on Kickstarter! The campaign goes live on May 18th, 2021!
VS. Racing 2
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Experience the thrill of all-out arcade racing! #1 TOP PAID racing game in US, UK, JAPAN, FRANCE,...
Grumpy Goblin (123 KP) rated Dungeons & Dragons: Wrath of Ashardalon Board Game in Tabletop Games
Mar 27, 2018
I am a D&D fan, so was quite looking forward to playing this, the packaging and content of the game really caught my attention when the game arrived, I was definitely very excited to start playing.
I read through the rules fairly quickly and set the game up ready to play, the first run through was OK although I messed up the rules a little and felt it would be better to start again, after a quick re-read I was ready to go again. Just bare in mind, the rules are easy, but there are a few things you end up forgetting, so it is handy to read them through a couple of times and have them handy when playing.
I carried on through the game a little longer and soon realised it was quite a tedious process, as I was playing on my own and not with others the game needed to keep me entertained, and it really didn't do that.. I was actually starting to wish it would end (I am someone who has to finish a game and can't stop half way through) and when I finally died, I was actually quite relieved.
I ended up putting it away and not coming back to it for a while.. until one day when a couple of friends were over and we weren't in the mood for a really intense style game, I decided to pull it out and see how it played with others. It was certainly a much different experience, it seemed to flow better and just having the others there to have a bit of fun with definitely made the game much more enjoyable.
I would say it is worth buying the game to play with your friends but as a solo game, I really wouldn't bother.




